Why:
- Fast Loading
- Memory Optimization
- Great for large projects
- Post build/apk asset customization (without your users having to redownload the app)
How:
- Download Addressables package in Unity
- Download Cloud Content Delivery package in Unity
- Make a prefab you want to use, mark as addressable
- Adjust AddressableAssetSettings to use “Remote” & “Build Remote Catalog” (key to allowing the overwrite / post build customization)
- Create CCD bucket for release
- Adjust selected Addressable Profile “Remote” to use appropriate CCD bucket
- Addressables.InstantiateAsync & Addressables.Release your specified addressable (look up documentation for greater depth on these functions — basically the equivalent of GameObject.Instantiate & GameObject.Destroy)
- New Build “Default Build Script”
- Upload the asset bundle and all to CCD bucket, release
- Change whatever you’d like in the Addressable Asset you’ve made (ie use some different material)
- Build > “Update Previous Build” (warning: “New Build” will overwrite previous and not allow the post build customization to work)
- Delete out old asset bundles etc from CCD bucket, add the new updated asset bundles etc to CCD bucket
- Create new release (and release)
- Wait a few minutes, should see change in current apk/build, without actually building a new apk
- Two most important aspects to making sure your change of an asset is reflected remotely: #3 & #9
- potentially will add gifs for improved instruction clarity
Addressables + UGS Cloud Content Delivery for Post Build Asset Customization was originally published in AR/VR Journey: Augmented & Virtual Reality Magazine on Medium, where people are continuing the conversation by highlighting and responding to this story.